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Ok, here is my first crack at Alpha Legion. I've been playing Khorne and now I want to move into an army that requires some amount of tactics .
Chaos Lord w/ Dark Blade, Bolt Pistol, Spiky Bits, D. Speed, Infiltrate, D. Aura - 136 pts
2x Obliterator - 140 pts
3 Squads of the following (333 pts) -
5 CSM w/ Bolters
Mark of Chaos Undivided
5 CSM w/ Bolt Pistol, CCW
2 w/ Plasma Gun
Aspiring Champ w/ Power Fist
5 CSM w/ Bolt Pistol, CCW
Aspiring Champ w/ Power Fist
Heavy Support - (213 pts)
3 Havocs w/ Bolters
4 w/ Autocannons
Infiltrate, MoCU, Tank Hunters
Fast Attack - (320 pts)
5x Raptor w/ Bolt Pistol, CCW
Aspiring Champion w/ Power Weapon, D. Strength, Bolt pistol
Furious Charge, Infiltrate, MoCU
Thats 52 models for 1494 pts.
Ok, my strategy -
Lord tries to engage in CC 1st turn, Havocs set up to take out heavily armoured targets, 2 CC squads for either tank busting or . . . well CC. Raptors also can tank bust, also do well in CC. I wanted to stray away from using cultists, I realize that they can be effective, but just didn't want them.
Any help would be greatly appreciated.
That's quite a good list - no major flaws that I see. I'd be interested in seeing how it fairs! Goodluck.
Hey Farnola, welcome to the Alpha legion.
The Alpha legion is a very fun and challenging army to play, very tactically appealing.
I can give you my ideas on successful structure on the legion and what's worked very well for me so far.The lord looks great, cheap, effective and to the point.Originally Posted by farnolaGreat! Obliterators are excellent, they rarely let me down.Originally Posted by farnola
Just remember to keep in mind ALL of your shooting options. Ther flexability to support either tank killer/horde killer is their greatest asset to your army.I like the spirit of having a lot of squads! Here's my bit on redundancy and efficiency-Originally Posted by farnola
have roles for your squads- for your army, I see fire support and special weapons.
Fire support- sit back and punish the enemy from a distance, make them want to move the way you want them to.
Special weapons- these guys get up close and personal, hitting the major threats of the enemy that your fire support shouldn't have to very flexable, intercepting force that gives your oponent a big headache.
Squad size: For fire support, what you have is fine, just sit them back out of range and punish them. Their squad size makes them fragile. They won't take much punishment to be disabled.
For your Special weapons- You want to field no less than squads of 7 for stability, 8 is the ideal number I run for infiltrating units.A unit of 5 needs only take 3 casualties to now be at half strength. These guys are going to be in the thick of things, right from the get go. you want them to be able to accomplish the mission that you set out for them before they are crippled.
I would reccomend disbanding one of the lascannon squads to boost the special weapons squad to 7 or 8. Also, I would reccomend giving both squads 2x Meltaguns.
It comes down to flexability- meltas are assault weapons. this gives you options- shoot and assault. The plasma guns are rapid fire weapons- you shoot you can't assault.
If you're set on the plasma guns, I suggest giving the whole squad bolters to add to sheer volume of fire, and make them mid range support in between the front line and the long guns. I feel that both squads with meltas would serve you better though.Great! awesome, you'll be amazed at how versatile this squad really is. It will kill just about any tank up to AV 13 really easy, AV 13 and up- let your special weapons squad with meltas take care of it. And when you run out of armor to blow up, 8 Str 7 shots hurts any army.Originally Posted by farnola
Just remember to keep their 48 inch range in mind when setting up. put them too close and they will be a priority target and get assaulted/shot up really quick.Raptors are a good supporting role in this army they're really tactically flexable.Originally Posted by farnola
I see the alpha legion as an elite ambush/geurilla style fighting force that each element has specialized roles to fill to be successful.I went a little bit into that up above.
1- Lord- flanking annoyance that is dangerous if left un-attended
2- Fire support - CSM squads and Tank hunting Autocannon Havocs- Punish them from afar
3- Close assault -CSM squads/raptors: destroy anything that the Havocs might have trouble with(Anything AV13 and above) and secondly- intercept assaulting forces that pose a threat to my long ranged stuff.
4- Obliterators: Jack of all trades in shooting- Deep strike them into where you need the extra oomph in shooting. The only thing that can safely kill monoliths in your army.
These are the 4 elements in my army that work together to support the other.
What usually happens:
1st. The all infiltrating army is far more tactically challenging than it first seems.
get your guys in too close, and they will get chewed up. Stick them too far back and they aren't as effective. It appears that you have chosen the infiltrating shooty army, a good choice. You will need to keep in mind fire lanes and deploy as far from the enemy as you can with those lascannons- use the 48'' range of your long guns. It will take you a few games to get the hang of deploying without taking a long time thinking things through.
Your lord can be hit or miss. on games I get 1st turn, he charges in and does a fair amount of damage, gets killed by turn 2, (3 if I'm very lucky). On games I don't get 1st go, then my oponent usually wisely whacks him with a high strength shot and kills him outright. You can't rely on this guy being the key to the strategy, just an annoyance that buys you time. Since he's cheap, it won't be a devestating loss to your army when he dies.(and he will)
Just keep in mind to play your army how you envision it, I've told you how my army structure works because it looks like we have similar ideas on the legion. This is what works for me, it might not work for you.
Hope this helps, and Have fun!
W/D/L Eleventy trillion billion/NONE/ NONE - I am STILL rulezor!
WINDMILLS DO NOT WORK THAT WAY!
Thanks for the tips, I am sure that it will take a while to get used to the army tactics!
As for the Assault type CSM squads, they are both 8 men, 5 reg., 2 Assault weap., 1 Champ., I guess I didn't make that clear enough. The Lascannon squads are 6 a piece. I will try both of your ideas out with the Meltaguns and Plasma Guns in squads and see which works best.